![]() We will begin organizing for that soon enough. We were so focused on making sure the patch was bug free and making final tweaks before the release, so we don't yet have all the details just yet. We look forward to seeing games and watching replays of the new doctrines!Īs the map name suggests, there is a high probability we will be hosting a 1v1 tournament soon as a way of celebrating the new patch. ![]() In addition to the feature changes, we also are introducing a new map! Because the mod has been tweaked to make the game 1v1-playable, we created a BK specifically designed 1v1 map. The time has finally come where we can release the 5.2.0 patch, an accumulated year's worth of effort in "modernizing" the Blitzkrieg Mod which features new doctrines, reworked classic doctrines, and updated fixes and mechanics. With more standardized doctrine designs, balance should theoretically be much easier in the long run. The reworks on doctrines focused not specifically on balancing the game but removing the "rock paper scissors" element of doctrine choice in games. It was decided that all doctrines would benefit if they were balanced to be playable in 1v1's against all other doctrines. ![]() The made it hard for players to play their favorite doctrines if an opponent simply chose a pure counter.Īfter dozens of surveys to players, long forum discussions, and watching endless replays, the devs decided to make a first "test" changes as a pilot with the iconic armor doctrine vs blitzkrieg doctrine. Additionally, there were clear "rock paper scissors" game strategies where certain doctrines were clear counters to other doctrines. Meanwhile, other doctrines were well rounded and independent, able to put up a good fight but never had the same overwhelming end-game power as other doctrines. Some doctrines were very specialized and required teamwork, but when was well supported became over dominating monsters. The results in the survey found that a key reason why balance was also so difficult was because all the doctrines did not fall under a common design philosophy. About a year and a half ago a survey was released to test a hypothesis on why the balance was always so volatile. For those of you just finding out about these changes and the "beta" now, here's a quick catch up:įor years BK has had a lot of trouble staying balanced between Axis and Allies. See Weapon:88mm Jagdpanther APCR for details.Almost a year has passed since we've embarked on a project that would fundamentally change the mod. See Ability:Jagdpanther for details.Įffects: $0 no key - See Ability:Vehicle Cover for details. The Jagdpanther is rare, and so is allocated only once per battle. See Upgrade:Jagdpanther Tank Destroyer for details.Įffects: The Jagdpanther is a heavy tank destroyer armed with the same 88mm Pak 43 as the King Tiger. Extremely well armed and armored, the Jagdpanther is capable of tackling all enemy units. Not many were produced, and they were only to be found in independent tank-hunter battalions that were parceled out to divisions, as needed.Įffects: A very rare and powerful Jagdpanther is allocated only once to each commander. Aside from the mechanical issues it inherited from the Panther chassis, its only other drawback was its vulnerability to infantry, due to having only one machine-gun for defense. It was as well-armoured as the Panther, which made it tough to defeat, and its 8.8cm gun had little trouble penetrating even the heaviest Soviet tanks. Though the extra weight lessened its off-road mobility, the Jagdpanther was still a maneuverable opponent. It consisted of the Panther chassis and a turretless superstructure mounting the 8.8cm PaK43 anti-tank gun. The Jagdpanther (Hunting Panther) was a heavy tank-hunter employed in the later stages of the war by the German army. With triple defensive veterancy the jagdpanther becomes a beast with more hit points than a King Tiger, takes far less damage due to its received damage and accuracy bonuses, and can more or less keep pace with all your other vehicles. The health, received accuracy and damage, and especially speed bonuses conferred by defensive veterancy far outweigh the cooldown and reload bonuses of offensive. Given the 88's already superb penetration and the 35% boost it receives from APCR 40 (which is the prerequisite to the Jagdpanther so you have it), the penetration bonuses offensive veterancy gives are largely overkill and the main gun comes with good accuracy against anything but infantry (which you shouldn't be using the Jagdpanther against anyway it's a TANK destroyer remember) so the accuracy bonus is also moot.
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